Laggy:
(Note - at Eternal's request, I'm essentially copying this thread from the original forums LFT was posted on, located here.)This patch is essentially complete, with any potential future releases aimed at correcting glaring bugs or documentation.

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NOTE TO NEW VISITORS: For a cleaner, less obtuse version of this post and the attached changelog below, check out LFT's front page.

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Last Patch Update: 01/09/2012- Download the LFT patch here. This requires a fresh vanilla FFT ISO and can be applied with the program linked directly below (PPF-O-Matic).- Download PPF-O-MATIC here to apply the patch to an FFT ISO. Remember that you must apply it to a clean (unpatched) ISO or it will not function properly!- Download the LFT patch w/ PSP translation included (combines FFT Complete with LFT). Note gameplay-related terms and documentation have not been changed (classes, items, abilities and whatnot still use vanilla translation, but story scenes, character names and locations use the WotL translation). Credit goes to Cheetah, creator of FFT Complete, for making this possible, as well as Tonfa for spending the time to compile this together.

Documentation* LFT Abilities Reference Document. A list of all abilities in LFT for every PC-playable job, including formulas for each ability, their effects, JP costs, range/CT/MP/effect area values, and what abilities are learnable on what class. Innate RSM for jobs are also documented.* LFT Equipment Reference Document. A list of all equipment in LFT (weapons, armor, accessories) and their effects.* LFT Stats Reference Document. A list of all stat values in LFT for every PC-playable job, including growth and stat multipliers, job unlocks, and wearable equipment.* LFT Monster Affinities Reference Document. A list of all elemental properties and innate status properties in LFT for PC-playable monsters.

Foreword

LFT is a modification of Final Fantasy Tactics, making some dramatic changes to its gameplay while preserving non-gameplay aspects (the story, characters, etc. have all been left unmodified). Through all these changes I would like to believe that I have preserved the spirit of the gameplay itself - the vast array of options it offers, the tactical potential it has always boasted over most SRPGs out there, and above all else, the things that make it such an enjoyable game that has weathered the test of time admirably.

LFT has three main goals:1. To improve the usability and balance in all aspects of gameplay, without removing options or impeding on personal preference whenever possible. (classes, items, etc.)2. To reduce the necessity of grind and other tedious aspects of the game. (faster JP gain, easier class unlocks, better poaches, etc.)3. To streamline the game's difficulty so that it remained challenging to a player who previously played FFT, without forcing optimization or any extraneous leveling. (Special care has been taken to make sure that SCCs are, as a general rule of thumb, still possible.) To elaborate, m.c. and I playtested with basically no random encounters, no poaching, no beelining for any classic broken setup, etc. These routes are options for players to choose and use as their playstyle sees fit.

Furthermore, to accomplish these goals while keeping things fun was readily kept in mind. An all too easy trap to fall into is the idea that everything has to be made hard when fan-made. (Special thanks to m.c. for correcting the course for me whenever it looked like I was about to fall into that!)

As far as what was deemed "broken" and what wasn't, the ease at which something could be abused was heavily factored into any balance changes made. Things like Brave/Faith modification and the like were preserved simply because of the amount of effort required to take advantage of them and the decision to leave extensive twinking options available to the player should they feel that was the most enjoyable way to play the game. On the other hand, a good number of abilities that were brutal in terms of power and efficiency (early summons, Auto-Potion, etc.) were nerfed, whether directly or through making them harder to get, because they were simultaneously powerful and easy to obtain. Whenever possible, though, options were either refined or moved in difficulty to acquire, rather than removed from the game outright.

A summary of changes follows:- Classes have been revamped significantly in every factor - stat multipliers and growths, wearable equipment, ability effects, JP costs, unlock requirements, innate RSM, etc.; they are all still very recognizable from their FFT designs, but have been retooled and rebalanced to all be viable. Special jobs are included in this criteria.- Monsters have been reworked in a similar manner and are more challenging than their FFT incarnations, as well as being worthwhile PC replacements in their own right. All monsters have innate Monster Skill, which allows them to access new abilities when near each other. Random encounters are no longer complete fodder.- Equipment has been tweaked to be more versatile and offer a wider range of effects available. Traditionally underused equipment was given special emphasis in finding new niches and roles to fill.- All of these changes apply to the enemy side as well, making them more well-rounded and generally more challenging on their own, as even the common Knight and Archer are respectable foes now.- In-game documentation changes for all of the above have been included in-game. Rare battle directions are noted on location descriptions. Additional information that was previously invisible to players (such as innate abilities on PC classes or actual CT values on spells) has been added for greater transparency.- Storyline encounters have had enemy job selection diversified to give a wider range of enemies and strategies you face against.- Bosses have been improved in general (the majority now have innate Defense UP and Magic DefendUP) to give them more of a fighting chance, especially in assassination missions.- Move-Find Item rewards for non-DD locations have been altered to be more worthwhile (the panel locations themselves are unchanged). You may find some fun stuff at some of the more unique panels (like the previously inaccessible one in Bervenia Volcano!) DD panels remain mostly unchanged with a few shuffles.- The Beowulf sidequest (Colliery, Nevelska) has been modified to fit with aftergame content and the fights have been redesigned from scratch to be appropriately challenging for optional encounters.- The Deep Dungeon has 1 specially designed fight per floor (out of 4) designed as optional superfights. END has been changed entirely to custom fights. All Deep Dungeon maps are now automatically lit with a crystal.

Credit goes to:* metroid composite, for her endless wealth of FFT mechanical knowledge and expertise and for many, many test playthroughs during the infancy of the mod. Without m.c., this would not have been completed or expanded as far as it did.* Tonfa, for working closely with me on feedback and suggestions for months and doing extensive testing and sanity checking whenever I needed it, as well as helping me with the reference documents. He's done many playthroughs and contributed direct work on the mod, and is practically a co-author at this point.* Xifanie, philsov, and the FFHacktics community in general, for helping me out with several technical problems I was stuck on and for providing such wonderful editing tools that made this mod possible.* Everyone who played the mod. You all know who you are, and in the end you were the reason I kept this thing up for more than a whole year.

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What follows is a brief section of LFT's changelog.

NOTE: This is a non-complete summation of the primary job changes to get a feel of what's been altered; for detailed specifics, and for other changes such as equipment, it is highly recommended you view the reference documents linked at the start of this post.

* All equipment, abilities, job wheel prerequisites, etc. have had their in-game documentation modified to reflect LFT's changes. The select button is reliable for finding nearly all changes. The SP values in abilities' documentation have been converted to CT values.* For complete detailed information, especially on equipment and stat changes, refer to the reference documents at the start of this post.

-Miscellaneous-* All PC classes have innate [Gained JP Up]* Poison and Regen status CT increased from 36 to 52* The Oil status now functions as intended (take 2x from fire damage)* A new status, Wall, exists (reduces all damage to 1, lasts for 12 CT)* JP scroll glitch has been fixed* [Secret Hunt] ability is not required to enter the Fur Shop